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Posted by kalec84
 - Feb 23, 2013, 08:31:19 PM
Now it work.
AVG was blocking it :)
Posted by enex
 - Feb 23, 2013, 07:54:42 PM
Quote from: kalec84 on Feb 21, 2013, 06:49:50 PM
Hello everybody!
Nice to meet you all and really happy to found this forum! :D
I've got a problem with TexMod:
I did everithing following the tutorial, but after i start the game, there is no text in the upper left corner, the game is as usual.
I've tried tu push + and - or enter, hoping that the program was working aniway, but nothing happen... anyone with the same problem?

Try to run program as admin.And have Steam on at all times.
Posted by kalec84
 - Feb 21, 2013, 06:49:50 PM
Hello everybody!
Nice to meet you all and really happy to found this forum! :D
I've got a problem with TexMod:
I did everithing following the tutorial, but after i start the game, there is no text in the upper left corner, the game is as usual.
I've tried tu push + and - or enter, hoping that the program was working aniway, but nothing happen... anyone with the same problem?
Posted by Aceburster
 - Feb 21, 2013, 01:18:19 PM
yea, thats as far as I got...
Posted by Xhan
 - Feb 21, 2013, 07:17:02 AM
Depends on where it is, but yeah it might be possible.

welp; you can alter it, but it breaks the UI making choosing menu stuff impossible once you've loaded a level or game.
Posted by Aceburster
 - Feb 21, 2013, 06:25:32 AM
can we shut off post processing maybe? I read a while back that you can change what post processing package is loaded in borderlands to get rid of the cell shading effect. Kinda hoping someone can find an alternate set of effects to load. tweaked "death" post process for film grain effect?
Posted by Xhan
 - Feb 21, 2013, 06:07:24 AM
Yeah those overlays control global colorgrading in postprocessing also, which is why you have the change.

It's still a lot sharper.
Posted by EvilPraetorian
 - Feb 21, 2013, 04:41:31 AM
Although Texmod itself does NOT natively support batch exporting,  I have found a way around this with the implementation of Autohotkey.

Using autohotkey,  You can create a script which will press the + key then F1 every half a second, which is a much easier way of extracting textures from the entire game.

To batch export,  do the following.
1.Download and install AutoHotKey - Link > http://www.autohotkey.com/download/AutoHotkey104805_Install.exe
2.Download my Autohotkey Script -> http://www.filedropper.com/autohotkey
3.Double click "autohotkey.ahk" to load it.
4.Load TexMod with ACM
5. In the campaign or multiplayer in any level,  Press F2,  Autohotkey will now do the + and F1 key presses for you every half a second and save the textures to your chosen directory


:note:
You must do this while playing through the game as new textures are loaded into memory as you progress into the game.

To stop the texture batch export script,  Press F2 once more to pause the script,  Or press F3 to stop and exit Autohotkey.
Posted by Aceburster
 - Feb 20, 2013, 01:17:00 PM
Thanks for the Info guys, ive never messed with texmod before so every bit counts. I didnt try messing with the resolution, but I did mess with quite a few things. I picked the "hope for Hadleys" mission for a buncha reasons and just ran around exporting everything I could see, and making color adjustments. Got the ground, sky, lightning, buildings and a buncha doodads including some lights.

I didnt really try to blend them and some of the textures are obnoxiously saturated or bright but I just wanted to make sure I had the textures i need. It appears that (atleast this level) has a pea green haze over it and most of the textures are just nasty green and brown. Ive got Xhans config set right now and my settings maxed on my cards profile. I adjusted my brightness in game down to about 35% or so and this is what I came up with.

Before:
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After:
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The little yellow vehicle always looked way too bright and ugly in vanilla, and I found a texture that didnt appear to be mapped to anything in texmod. it didnt look quite right so I messed with its normal map (just played with the contrast and brightness) and it started to pop. Got a lot of playing around to do, but the more blue I can make the game the happier ill be lol

Heres a third from today. I found the overlay that was wrecking the lighting in the level and toned it down. The pic is at the brightest it can be since lightning is going off and the overlay was "shining" light down on the textures. I also dimmed some lights. still dunno how to fix the ugly green haze, and for some reason my glare effects are extra green and brown now. otherwise it looks better to me...
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one more for fun on the umbilical...
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Posted by Whisky
 - Feb 20, 2013, 12:20:08 PM
This is a move in the right direction at least.

I've already got my hands on the games base assets, it's getting them back in the game that proves problematic. This at least affords us an option at the very least. Unfortunately the pipeline of UE3 and the cooking process it's packages are next to impossible to strip and rebuild. At least the last week of searching hasn't yielded any results.

At the moment using 3rd party tools to inject new data is going to be the only way for now.

Speak to Hemi or I if you want some help on your project, I'll keep the community informed if we make any progress on a more permanent solution.

Whisky
Posted by Xhan
 - Feb 20, 2013, 11:33:11 AM
The max texture size is 8192x2.

Be warned that texmod can only handle 2048 textures per instancing, and this includes ALL textures. normals and specs are separate and must be counted if you inject them as well. You can use CFF Explorer to make texmod Large Address Aware, if you don't, the most it can inject is ONE gig of textures; if you make it LAA, it can inject two.

This will also substantially increase the game's initial loading time if you were to say, inject two gigs worth of textures.

I have two gigs of ME3 mods and it takes 7 minutes to load the game. It would take a non-ridiculous system about 20 minutes to load the same amount of data.
Posted by ikarop
 - Feb 20, 2013, 11:13:56 AM
Quote from: Aceburster on Feb 20, 2013, 05:08:15 AM
so can you replace a graphic in texmod with one of a higher res or does it have to be the same dimensions with the graphic you are swapping?

It doesn't need to be the same res.
Posted by StoneHeart
 - Feb 20, 2013, 10:26:53 AM
Quote from: Aceburster on Feb 20, 2013, 05:08:15 AM
so can you replace a graphic in texmod with one of a higher res or does it have to be the same dimensions with the graphic you are swapping?

I'm assuming you can. Try it! No harm in experimentation :)

----
Also, added a video tutorial courtesy of fac7orx on the Gearbox Forums to the OP
Posted by Aceburster
 - Feb 20, 2013, 05:08:15 AM
so can you replace a graphic in texmod with one of a higher res or does it have to be the same dimensions with the graphic you are swapping?
Posted by Le Celticant
 - Feb 19, 2013, 11:15:23 PM
Quote from: AcidGlow on Feb 19, 2013, 06:37:17 PM
Not patch, update, skin pack or mod will save this game..

Depends what you call "mod".
If it is something that involves the source code then yes, it can be saved.
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